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2 Comments to Tesshi-e – Santa in the Southern Islands

As usual for Tesshi-e, this game has two endings, and the game provides hints for the colorblind: just mouse over any object, and the game will tell you what it is, and if it’s relevant, what color it is. Make sure you select English at the start (unless you know Japanese, that is).

To the left of the door is a desk. There’s a red plastic stencil in the drawer, and something with four sections on top. You can also look out the window, but you can’t see anything useful – maybe some binoculars would be nice.

The bookcase has a row of books with roman numerals and zodiac symbols on them. Make a note of them. There’s also a 3×5 grid with little balls in it; for now it doesn’t make much sense, so we’ll have to come back to it.

Turning right again, there’s a ship’s wheel. Make a note of the team name. Checking the couches for anything useful gets you a battery. There’s an egg on the coffee table, but you can’t do anything with it yet. There’s an oar bolted to the wall; a wrench would be useful. There’s the ever-present wobbly picture on the right, and a green tree-like picture with a hippo at the top. Make a note of how the tree branches; that might be a clue.

Turn right again and look out the window; there’s something there, but it’s too far to see. Look at the long cabinet. On top is a contraption with three pink Mr. Birdies. It has a lever, a button, and a door. It also needs a battery; how handy that you’ve just found one. If you press the button while the lever is in the middle, nothing happens. However, if you move the lever down and *then* press the button, the doors open and you get a can of blue paint. And if you move the lever to the top and press the button, the Mr. Birdies flap their wings. Make a note of the order.

Still at the long cabinet, on the right is a flower, uh, thingy (to use the technical term), and some buttons that spell STAMEN. Hmm… you’ve see those letters before. Use the buttons to put in the team name from the ship’s wheel. This gets you a screwdriver.

The leftmost doors of the long cabinet aren’t locked. A white Santa, huh? The middle doors need a key. The rightmost doors need a three-digit code. There’s also a clue, something about balls and a set of three numbers. Make a note of it.

OK, so there’s a 3×5 grid, and each square has some number of balls in it, from 1 to 6. Hmm, how convenient that the number clue has no digits higher than 6… For each set of digits, mark the squares that have those numbers of balls. So for the clue “235”, mark the squares that have two, three, or five balls.

x_x
x_x
xxx
__x
__x

Well, that looks like a number, doesn’t it? Follow the same procedure for the other two clues. This gets you a three-digit number: 461. Use it to open the rightmost doors of the long cabinet and get the blue Santa.

The clue is how the Mr. Birdies flap their wings: lever on top, 132232. Make sure to examine the statue after you get it; aha, a key. After some trial-and-error, you’ll find that the key opens the ladder holder.

Get the hammer. There’s a box that needs a four-digit code. There’s also a window that’s screwed shut, but you’ve already found the screwdriver, so that’s no obstacle. Ah, zodiac symbols in the corners! You know where you’re going next, don’t you?

There were two places that needed some eyesight help: one is right here at the long cabinet. Look outside with the binoculars, and that speck in the distance reveals itself to be a Mr. Hippo with a row of Santas sitting on it, all in a row. And the first one is green. Green? You don’t have a green Santa! Uh-oh. Well, we’ll figure something out; for now, make a note of the colors. (Green-red-blue-yellow)

The other place you need binoculars is out the front windows (either side of the door). This gets you a four-digit code (5171) that seems more, uh, immediately useful. Go upstairs and use the code to open the box and get a can of water and a rag.

You still need to open the can of blue paint. A screwdriver ought to work, shouldn’t it? If it still stubbornly refuses to open, remember that a Phillips-head screwdriver is perhaps not the best tool for this purpose. Look at your screwdriver and see if it’s the good kind, where you can flip around the blade and go from Phillips to slotted.

If you now go to the desk to the left of the door, the game tells you that you can put your Santa dolls there, but you’re missing a green Santa. You have a white one and some blue paint, but that doesn’t seem useful… but you’ve got little else to do, so go ahead and paint your white Santa. In a fit of frustration, paint your other Santas blue, too. In a corresponding fit of contrition, wash off the paint using the water and rag. Hey, that’s not a blue Santa, it’s a green Santa! Once you have everything in the color it’s meant to be, put them in place in the cubbyholes and get the key.

Use your new key to open the front door. To the left, there’s an umbrella and a chair, but you have no time for that now. There’s also a canoe, but you have no oar. Straight ahead, there’s that sign with the four-digit code. To the right of it is the hot-air balloon, but there’s a lock on the gate. Back at the house, there’s a mailbox next to the door, and it needs a four-digit code. It’s also bright red, same as that plastic stencil you got way back when. (Betcha forgot you had it.)

Go revisit that sign with the four-digit number. Put the stencil on top of it: a perfect fit! Use the blue paint, then remove the stencil to see a new four-digit number. (6394) Put that number into the mailbox and get a wrench.

Use the wrench to get the oar off the wall inside, then go get into the canoe. A visit to Mr. Hippo is in order. Remember that green tree picture? If you made a note of how it branches, you’ll know which way to go in the boat. Click once in the center to get on your way, then click the correct directions until you see Mr. Hippo. (Left right right left left right) There’s a white orb behind the blue Santa. Pick it up, then click on it to get the key inside.

Use the key to open the padlock, but don’t click on the balloon. Instead, make a note of the message on the ground: ALL BLUE. Turn around and go back to the house. Collect your Santa dolls and paint all of them blue. Put them back in the cubbyholes and collect your happy coin. Now go back to the balloon and enjoy your happy ending.

Posted on Saturday, December 15th, 2012.
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